So I made a simple sliding door in VR mode following a youtube tutorial, I've gotten the door to slide open but can't seem to have it slide shut. In the collision box area I have a textured cube to indicate the hit zone but nothing else. The only difference between my nodes and the youtube nodes is I don't have a cast to character set up in my nodes I'm still trying to figure out what my player pawn is I'm watching the live stream that @light thunder sent about casting but it hasn't come up just yet.
#ue4-general
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get player controller or get player pawn
the node 'get player pawn' will get it, unless you have multiplayer then you need to tell it which one
In the recent stream, Unreal said that the Alembic Streaming option is in the preview build. Did anyone try it out and know how to make it work?
How do I bake out materials in a mesh to merge them down to a single material???
Is migration the wrong one? why is it not taking the materials that go with this static mesh?
it's a material instance problem
@light thunder
if u want an atlas from the mats, check the merge materials, if not, just merge equivalent
@light thunder Door opens and closes now! Although if I stay too long it kicks out a runtime error : "Accessed None trying to read property Instigator" and then my VR pawn collapses to the ground like they were shot. Pretty funny way to error out tbh!
https://streamable.com/65qe81 why are some breaking how should i workaround this should i destroy it if it dont move, fixed it
if i make a build of my project using Vulkan this happens why is this?
how does unreal handle things that arent on the screen?
like models and textures
they still take up a lot of power?
do they unload?
Hello! I have an issue, when I do right click > launch game on my project it starts an old version of the game for some reason ? Any idea ?
thanks π
I am unable to package my game, can anybody take a look: https://pastebin.com/96UEV19Y
any easy way to change enum value ? i was thinking about clamping like number but i dont see that option in nodes
by change i mean enum+1 or enum-1
any threads where ppl post pc specs and lighting time compile benchmarks or something?
Hiho someone here who knows to animate a bird??
How do I stop UE4 from compiling my 4 shaders? (I only have a movable light source atm, as far as I know those do not cmpile any shaders)
anyone know how to use this or know a tut on it
I need help. I upgraded to 4.25 and dynamic shadows aren't working properly. As the day in game progresses. I have these soft dynamic shadows which move with the sun. As well as some harsh dark shadows that stay in place for the whole day/night cycle. And it makes no sense because I have static shadows disabled.
guys what is the interval for 60fps? of the tick event default class
Unreal 4.26 Preview 7 has arrived! Check out the latest features coming to #UE4βdownload the Preview from the Epic Games launcher and GitHub.
nice
@median hound There is a note in the documents for AI Perception that reads: "This property can be used to set up Sight perception for teams. Currently, Affiliation can only be defined in C++. For Blueprints, you can use the Detect Neutrals option to detect all Actors, then use Tags to filter out Actor types." Not sure if it is still relevant for latest version.
FYI, Affiliation doesn't seem to work with AI Hearing at all, everyone is detected as Friendlies
I ended up setting all Detection by Affiliation flags to true and checking teams manually
my ai just chase eachother
by wandering literally no things to tell it to chase eachother but they do if they just wander if detected neutral is on
now you just need to throw in an AI player and the game can play itself
im gonna rebuild the ai and use tags maybe i missed something
are you using behavior trees?
hopefully this makes sense
i put the enemy tag for my main plr and tagged him Enemy so it should set it then i can use that bool
I don't know what you're trying to do but that setup seems entirely unnecessary
lmao
but genuinely, that setup does absolutely nothing for you
and you're doing it on tick
for whatever reason
im just trying to make my ai come after me and stop fucking eachother
might be a good call
they keep going the same pathway when i check neutral
oh i see the problem
I need some help, got a none access error on a dialog widget. Dialog won't work for Commander pawn, but works for all other pawns.
accessed none means it hasn't spawned or isn't set
debug it
with breakpoints
you'll find your error
i had to try to use print string.
they're a part of the editor suite
i didn't install debug because it was 10 gigs.
no that's for code lol
and even then debug in code is still possible, you just can't debug certain engine elements
ok
Here is a UE4 tutorial about debugging blueprints and using breakpoints. It is a primer for beginners to debugging with blueprints.
See my social profiles here
G+: https://plus.google.com/+JayAnAm
Twitter: https://twitter.com/jayanamgames
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i'm not sure where to set the dwig reference in the dialog master BP if that is where the error is orginating from.
watch that video then attempt the same
it allows you to follow your execution thread node by node
until you find your error
i need to know where to set the dwig reference in the blue print. I'v tried to set it from construction script, no go, tried event begin play, stillno go. So wheredo you have to set the reference ? The Commander is the child of Thi9rd Person Character BP. The restof the party pawns are children of the commander, so the children are reading the Dwig ref but not the commander, that's why I'm puzzled.
I honestly don't know what you're even trying to do
Why is my commander blocking the reference but not the child pawns.
as in, like how all of your classes work together
chances are the reason it doesn't say anything for the children is because the widget never gets called
accessed none only happens when an execution is attempting to access it
thisis not an easy to solve if I don'tknow wherein the code the problem is or where in the code to put it to fix it.
are ai able to see you through walls
I don't know if I put it in initalize part of the code or where.
did you watch the video?
I tried setting it here
so what happens
i'm gonna see hold on
i fixed my problem cranz
i didnt cast to my character so my ai were just sensing themselves
cool
how do i turn on complex collisions?
Print string shows Dialog is valid, but widget don't show up, same error same place. Soon as I stop pie and exit game.
if you're not using breakpoints I can't help you
so the dialog widget won't show when in commander's pawn.
now if I switch pawns, dialog widget will show up.
@plush yew open the mesh, then in the details panel youβll find an option to switch it to complex
ohh the freaking editor
and dialog shows
why is the details panel and the editor slightly diffrent but mostly the same its so annoying
@wintry silo you are setting the variable value of Dwig to the same value.. so if you arent setting that on the details panel, then itβll return null... And if you ARE setting it in the details panel before hand, then you dont have to set it again on begin play. Either way, chances are that you are setting the variable to nothing.
And this is what I get when using the commander's pawn. I get the print string but not the widget showing.
and then the Reference Error pops up of the widget when I exit game.
what do you mean, you can't set a widget ref from the details panel. There's nothing showing up in the details panel for Dwig
And this is the dialog trigger area
Thats not what im saying.. In begin play, you set the Dwig variables value to its own value.. So you end up setting it to nothing if it didnt have a value to begin with.
What's the correct way to set it if its been set wrong.
i thought you just put the set node in and then just plug in the widget's variable. Since you can't set it from the details panel.
If you want to create a widget on begin play then you need to use Create Widget.. or construct widget (cant remember the name right now) and then add to viewport.. - Taking the default varaible and just setting it to its own value will do nothing for you
You will need to use a class type variable rather than object, with the class you can set it in the details panel.. you then create the widget on begin play
the widget is not being set from bp Master Dialog. But its being set from Ch_Human.
Ah sorry, I didnt see the class you were using.. anyway
If you need to set that variable.. then delete it from begin play, instead, expose it on spawn
ok here's where its being turned on from in Dialog Master BP
Wait so
aaah
Yeah so
you want to set the variable to have a reference to itself
If you want to reference the widget itself from within the widget, then just use the βselfβ node
I was trying to get the widget to work for all the rest of the pawns, not just the commander only, well I got that working for the other pawns except it stopped working for the commander.
it was working before for the commander and then it suddenly stopped working for him. when i had an editor crash. As there is a memory degradation problem with the pie editor when I run the game in idle mode for a while and just leave it there it starts slowing down over time.
Since upgrading to 4.25 I get these weird shadows that stay in place. But I have all static shadows turned off and if I disable the directional light and skylight they are still there.
When I left pie overnight running the editor, the next morning I found the editor all frozen and had crashed. So pie is slowing down over time when not doing anything in the engine.
help me guys!, i have made a turret rotation functions, and the problem is, it move in reverse to my player postion!
some kind of memory leak.
what do i do now? can i share my bp so u see it?
or send a vid?
any help will be much appreciated
well its working is moving around, just need to reverse the values by the looks of it
Hello, I hope somebody can give me a hint why RenderViewFamily can be ultra high by having low draw calls at the same time? Till now I thought for high basepass and RenderViewFamily drawcalls are the pinpoint. I can not pin point the reason I get very low frame rate on slower PCs at the moment. Question with screenshot also on answerhub: https://answers.unrealengine.com/questions/994847/renderviewfamily-ultra-high-but-low-drawcalls.html
@wintry silo which values?
GENERATE overlap events is an option on TERRAIN. its off by default. this seems like a potentially terrible performance hit. but i have no idea how free generate hits are for the CPU.
his turret values his turret repulses in the other direction instead of homing in on his position.
Anyone knows will the new water system compatible with procedural made worlds?
I am using 4.5 not 4.6
i really doubt it will be 3days. if you see how it works in the editor, it uses tons of detail options and spline options.
but why they were reversed? i mean why they worked in this reversed state when they should be work fine in the previous state?
but ive no idea at all, its possible that it may.
i dont get it
Splines for the water system or landscape.
try find look at rotation node for the turret that should make it turn the turret towards you
or do I have to set the Dwig Widget Reference in Third Person Character BP since that's the master parent BP of all the pawns in the game.
it was solved thanks tozan35
ok
but i have afast question i cant find an answer on it
so there is a turret bp class
in the class defaults
there is a tick interval
it is 0.0 right now
that mean its 60fps?
and if i increase it, it will be less
for my dialog system I use a timer
Ticks can costly on performance. I still have Layley's level XP component system running off the tick for the time being.
why on erarth all tuts on youtube and google have their bp class with ticks?
i know it is costly on performance but i don't know what to use beside it, since all those idiots on YouTube share the same thing
But its not really recommended to rely on tick when you have a party group RPG game. Ticks just get things running, but ultimately you need to use timers instead of ticks.
i dont know how to use timers instead of ticks, my game is not rgb
it will be a tower defense game
uh, why did this import so many materials? how can I combine them when I import the fbx
should i seek something else beside tick for it?
yes the tutorial guys rely on the ticks because its easier, or its just a bad habit. .
yes you can set up your code on a custom event to a timer.
if you want to do it cheaply, you can tick to a variable off "seconds" and you tick that with a delay every second
@wintry silo and may u answer my first question if u dont mind π
@light thunder that a good idea
what is the question, i don't know everything on this engine.
ok
the question is the tick interval
it is 0 right now
does that mean the turret rotate at 60fps?
when i increase the number the turret become laggy and chooby
so that mean it is the frame rates right ?
then why there is 2 frame rates options? interval tick and smooh frames, im lost in this
i haven't looked yet into that. Tick consuming frame rate setting? I know about global time dilation which is similar.
so now there is 3 options for fps?
so what if you put in a negative number
i cant see the diffrence
but when i increase it, it become chooby
but still move in time
but global time dilation is used to slow time down for a few seconds before resuming normal speed again. like the final blow of an enemy.
is the turret animated with a montage, if it is, you can also change animation play speed.
nah it is a static obj
i change its rotation
using a bp functions
to follow the player
ok
ok
ok
hmm so i have dwig set here, wait is this the right spot to set it after create widget?
Having an odd problem: I can lo longer launch to iOS even though I had the option before :/
It's greyed out. All my provisions and certificates are valid, I have the non-windows store version of itunes installed, I've correctly setup my mac to remotely connect to, but still no luck -_-
there's always little quirks going on with engine.
guys why it wont paint?
@cyan cargo a problem happen to me today too, the sockets has a false axis so i had to restart my computer and it was solved
I've restarted a few times, but I'll try again in a bit
hmmm
unreal engine is not a normal windows program that does things like paint programs where you just pick things up and start painting.. there might be something you have to set up first in the engine to get the paint system to work, like with landscape painting, you can't paint until you set up the landscape layers in the material editor and then assign the layers. .
ok let me check
I'll do a restart and see if I have any luck, on both my mac and windows pc
thx for the input
I only know about Landcape painting, not mesh vertex painting. but it might be similar. There should be a docu online about it
i cant get it to paint
right so where do I set this dwig reference so I can access the widget with my commander pawn.
is there a way to change day and night cycle just by using a light source? ive never made a day and night cycle before just wondering if there is a simple way of doing it and also how
I think it is done by rotating the directional light source object and the sun, there was a tutorial on day night cycles on the internet.
yeah, i dont know how to make it go by itself at certain times like make it slowly change by itself
code like me has the tutorial on day night cycles including changing cloud opacity.
ok cool, ill look it up
i haven't added the day night cycling in my game yet, but i might do to make it more interesting.
ok i got a problem, DWIG IS NOT VALID when trying to set the widget reference at Begin Play at the start of the game.
so I will have to go into the parent BP to set the widget reference there I think. because trying to set it in the children is not allowing it but is blocking it.
i'm still getting the dwig widget reference error
i don't know how to fix this problem.
I am a beginner I didn't know how to make a vehicle whose I can change color adding logos, add custom accessories in game shop can some one guide me
everything I've tried has not worked.
how do I make Dwig become valid?
its invalid, this is why the reference is not working
the reference remains valid for all the child pawns that walk into the dialog trigger, but soon as the commander walks in the trigger the reference turns invalid when the commander pawn tries to uses the dialog trigger..
i don't know how to fix this. Because i never come across this kind of error before where the ref is valid for all other pawns but the commander.
Gonna need someone experienced here with Widgets to tell me how to fix it, as I'm running out of ideas to try. The ref was working before for the Commander pawn before I had the Editor Crash.
now the reference in the commander no longer works for the commander anymore. , but it works for all the other pawns which is weird..
Why is this not importing to Unreal from Blender correctly?
so import settings? compute normals?
But when I create a new widget in a new actor BP and try to get one of the other pawns to just walk in and pop up the widget up on the screen, all i get is reference errors coming from all the other pawns who try to use it . Something has gone wrong with the referencing when I had the crash.
As when you get a OUT OF VIDEO MEMORY CRASH the engine just shuts down and crashes to desktop becaus there's no error trapping to allow you to save before exiting.
why dose enable input not work in a standalone build but it dose in the editor
@plush yew this one?
Still need to read up on it, it just makes me think, "show the outside or inside" and I don't think that's right -
Dwig Widget Reference Is only Valid when all other party members use the widget but becomes invalid soon as the commander uses it.
How do you fix this problem? The widget is being created in the commander's bp.
have I got the widget in the wrong BP
how do I set the reference as Valid if its INVALID ??
i can't use self as the ref
this only works for the pawns, but not for the commander, soon as the Commander uses the code, he goes to invalid branch !!!!
oj
and i can't figure out why hes reading all invalid on the code while all the other pawns are accepting the code and popping up the dialog widget..
help
what am I doing wrong with this import? I can't keep flipping normals because it just moves the problem to the other side of the wheel -
Dwig ACCESS NONE REF error that only pops up when commander uses it is coming from inside of the dialog update function.
can someone tell me why my dialog widget dosen't exist when my commander tries to access it but for the other party members it exists !!!
Can't understand why DialogMaster BP can't access the Widget Ref from the commander's BP. As that's where the widget is being created and the Dwig Reference to it is being set.
But what is frustrating me is that the Variable that's giving the error turns VALID when another pawn other than my commander uses it
show bp
which BP ? Dialog Master BP or CH_Human BP TheCommander's BP where I set the widget and the Dwig Reference?
here's the BP where I set the Dwig Variable
it just dosen't work for the commander when I switch to his pawn, but it works for every other pawn I switch into.
Is there any way to read key presses from a widget that isn't focused?
my widget aint even working for the commander, but it works for everybody else. Stll can't figure this mystery out.
debug
dunno how to with this kind of problem because its a complicated problem.
because the ref works with the party pawns which are children of the commander, and the commander is the child of Third Person Char, so I got two layers of children.
But the ref don't work with the commander as the widget is being created and set from inside his BP.
add some valids and delays i solved some accesed errors doing that
it doesn't work that way. You see if the ref is already invalid. the is valid node will halt the rest of the code from running until the ref problem that is causing the ref to be invalid has been fixed.
so it does not resolve the problem. it just hides the errors and halts the code on the is not valid branch... and does nothing. because it can't continue on because the ref is not valid. Ifyou try to hook the is not valid branch to the code when its not valid, it will again pop up all the errors...
I have a collision at the wrist, that works fine, I also added a socket there, so thats fine aswell.
I then made this
to reference an actor from another blueprint
my pickup rock and so afterwards I tried testing in vr
and I didnt get any compile errors
but when I let go of the object in my hand it did not go to the socket it shrunk in size by 2x and it was tracking my hand at the socket area but like 5 feet away from it
does anyone maybe know why this happens?
i think you need Move Component also not just only attach actor to component.
move it how?
anyone know how world war z added so much ai and it doesnt hurt your pc these beans hurt ur pc more
@next nebula what if you don't keep the scale "relative"?
because sockets are weird sometimes, you attach something to them and the mesh grows size 100x or something
I found my issue
and it wasn't related to anything above at all
All I need to know is how to check when Actor of class is overlapping something else
for example the sphere collision
well when the onOverlapBegin fires it's overlapping with something else
i'm trying to process what you're trying to achieve here
you have a hand with a collision sphere and you want to know if there's a rock actor within the collision sphere when you try to grab
?
so heres the scoop
I have a collision on my hand
Ive been doing it wrong sorry
and when the rock enters the collision, it snaps to a socket
that I have pre placed
like a wrist storage
alriiight
it happens π
do you know what Im trying to do haha
you're trying to pick up a rock
and attach it to a socket
thats on the hand
if it sinside the colision
wrist storage
and it doesn't work?
LOL
never give up
we all know that feeling
the longer you're stuck the sweeter the triumph when you get something to work
yeah
but I have no clue where to fix this
there snothing online
Ive been to page 7 of google
yeah Im done
can anybody help why I am unable to package my game: https://pastebin.com/96UEV19Y
Pastebin
Pastebin.com is the number one paste tool since 2002. Pastebin is a website where you can store text online for a set period of time.
not sure why its saying potentially offensive content lmao
its just a crash log from ue4 ...
got some megascans coming in very mangled on the textures, anyone else experiencing this?
ok found out how to switch the different skeletons skins, but the animations only play idle but when I move skeleton there's no animations. How do we get the animations to work.
when using set skeletal mesh to change the character skins.
@rich furnace you don't have the debug symbols installed, so the log is not very informative, but I can tell you the issue is linked to Blueprint Nativization
It should go away if you turn it off
@patent cobalt ah yes I am trying now with exclusive . if not i wil lturn it off
got a question for y'all: when I add a video capture source the drop down is empty. I am using OBS virtual cam. anybody know why UE4 isn't detecting the virtual directshow webcams?
dang packaging failed again....guess I can't use blueprint nativzation at all
If anyone can help me with using FABRIK with animations DM me please
how do we get the animation trees to work when switching different meshes on a character
@wicked shale ask in #animation. FABRIK is pretty straightforward to use once you understand how it needs to be configured.
If you need an example I have made a tutorial using FABRIK to drive a skeletal mesh in VR.
@patent cobalt Thanks, I need help with disabling the alpha on FABRIK when using an animation
@wicked shale ok that is a different need. You can simply create a float variable in your AnimBP called IsUsingFABRIK and connect it to all FABRIK nodes. Then set it to 0 when using animation and to 1 when using FABRIK.
for some reason it isnt working
You can set it from your skeletal mesh BP using GetAnimInstance --> Cast to the specific Anim Instance class --> Set IsUsingFABRIK to 0 or 1
Ok thanks, I'll try that out
Or share some screenshots of your code otherwise it is difficult to help you further
I've got it working now, I think it was because I linked the variable from the player bp to the animbp and was trying to change it in the animbp instead of in the player bp. Thanks for the help π
how do I resolve this It was all working before and then I HAD A SUDDEN VIDEO MEMORY CRASH... After the crash, the ref had turned bad for the Commander.
THis is what happens when I use the commander to try to open the widget. The Dialog Widget Ref becomes immediately invalid soon as the Commander tries to access it.But when the children pawns of the commander access it, NO None Access ERRORS and the dialog all works.
I have a proble
UE4 crashes when I start reproductin the editor
This problem have started after that apeared:
Then i create a folder, and a level whit the same names in this ubication, and now it crashes when i try to open the game in the editor
Someone pls help me :'c
I am a beginner I didn't know how to make a vehicle whose I can change color adding logos, add custom accessories in game shop can some one guide me...
Some one knows I continuously asking for 3 times
@native bough sorry if no ones responding to you, what your asking is going to take forever to do its best to look at forums, tutorials, ect.
I try to find much on youtube but nothing I found about this.... That's why I am asking.... I don't know any specific term use for this.. If someone know pls tell me
if your trying to change the color of a material use a widget and find something there but adding a logo/image to the material or object might be a little complicated
also if your looking for tutorials make sure its specific as in if you want your object to change colors look up how to change the materials color same goes with adding an image to an object and adding accessories
@native bough to change a color of a material in runtime you're going to need to Google vector parameters for materials and dynamic material instances
hey guys when I goto add a webcam like in the video I don't see it in the dropdown menu, its empty under video capture.....what gives? https://youtu.be/uSL7ggwm2yQ?t=69
Lockdown means I've been playing with these tools for family quiz/work meetings. A fair bit of it seems undocumented and someone requested a tutorial, so hopefully this helps someone!
I speed through the NDI bit, but most of their examples are well documented.
The example proj...
do console commands still work after packaged? or do i have to make nodes instead
they mostly still work
ok thanks
hello π I have some problems and I tried everything. Someone know how in UE match landscape to the race track ?
quick and nice
I think that functionality only exists with landscape splines
I think there are blueprint nodes that can do the same thing
there are
Hey guys,
I am trying to Link Maya to UE4 live link. But in UE4, the Maya live link doesnt show up.
Any help pls. thanks π
I think there are blueprint nodes that can do the same thing
@honest vale do tell which ones?
I wouldn't know what to search for either in this case
hello, can somebody give me a tutorial for making a leg ik system ?
does anyone want to make a vr game
newbie question, how do you make a material have constant opacity even if they are overlapping like this?
How do I find out why Unreal Engine freezes?
@vocal herald The engine could be freezing for any number of reasons. It really depends on computer specs, what you are doing when it happens, when it freezes, etc. It would be difficult for anyone to assist with troubleshooting the issue without knowing your setup and size/scale of the project you are working on.
Hi everyone I need a hand regarding the VARIANT MANAGER. Documentation suggests there should be an option for Selected Option when using the switch actor in the variant manager, this is seemingly not present as of 4.25. The element works as intended within the normal property inspector.
https://docs.unrealengine.com/en-US/Engine/Levels/Variants/SwitchActor/index.html
Is there a specific procedure which needs to occur for this to appear as a captured property in the variant manager?
Use the Switch Actor to quickly toggle visibility between mutually exclusive child Actors.
can I have a separate Unreal build with GPU lightmass to work non destructively, and only bake certain scenes with the gpu baker and then copy over their .build data?
cause I still need the CPU lightmass for my main project
hello, I'm using a lerp to "setworldtransform" from A to B in a smooth way, but of course it will go from A to B in a linear trajectory. is there any way to make it a parable?
If I develop at Linux, will I be able to package for windows?
@proven cradle i think so, i mean i dont see why not, ive never done it so im not sure but it should be the same for other devices
If I develop at Linux, will I be able to package for windows?
@proven cradle you will
you just wont be able to run that packaged windows build on linux
cant you package if for both tho?
you can package to any other platform/OS no matter what OS you're developing the game on
Okay thanks
Hello. Does anyone else (besides me) have hard crash with new Substance Plugin update (4.25)? Had to disable manually in project file (set to "false"), otherwise can not start project at all. Anyone else with this? Solutions maybe?
Hiii, im trying to render a 360 video using the panoramic capture. For some reason the frames that are rendered are from a weird perspective, like not the point where my camera/pawn is located, just a random point. I cant figure out why or how to change the point of view. Any ideas ? π
I had to turn off Ray Tracing in 4.26 preview 7 to be able to open my test scene... u guys think fix will be ready soon?
hey i have 6 faces with different materials in blender but after my export i only have 3 so the face with the power button etc. disappears?
anyone know whats wrong?
why are you using different materials for the faces?
just use one material and do a proper UV map
how would you make an interior space in unreal without getting all kinds of collision issues?
do you model the whole thing in a 3d package?
Hello, has anyone used the built-in photo studio ?
@plush yew What kind of collision issues? You can turn collision off for desired object, and leave it on only for the important ones
yeah but if you make a house where you wanna walk into
is the collision gonna be okay?
@plush yew you can generate the collision bounds inside your 3D modeling software and export them with the model itself
OR just open the mesh inside UE4 and start constructing the collision from cubes and other shapes
i see, the collision I guess is pretty good in unreal
Trying to build ue4 source but I get this
My workflow was to not auto generate collision when importing into UE4 but to manage it in 3D Max using UCX
@clear shard this is advisable, it's much faster and more reliant to create, even if UE4 decides to nuke the collision for some reason you still have it saved elsewhere
Agree, especially if you make it in a separate layer and can easily toggle on/off.
Hello everyone, which is the best channel to ask for help in making a game ?
(I'm totally new to UE)
@ashen elk Content creation > proper section depending what kind of help you need?
Is there a way to instance a group of objects in unreal engine?
@ashen elk is it about learning UE4 from scratch?
There are few resources available
@clear shard I have an issue with the light of the sun
Starting from the official documentation to the many tutorials on the Unreal Engine Academy
@plush yew i know how to unwrap but how can i have multiple textures in this uv editor /unwrapping window
because if i drag one more in it overrides my other
@ashen elk then described the issue, what you tried already to fix it which didn't work as expected
is it called bake or smth to have all your textures in 1 image
do i need to do this manually?
like with photoshop adding every texture in to just have 1
@patent cobalt Basically when I look away from the sun the game slowly fades to black, so I tried deactivating the fog, modifying the global lighting, but it didn't work
In game and in editor
@ashen elk Put Post process volume in your scene if don't have one already, find exposure part and set 1 as Max and Min EV100
@plush yew ok
I'll do that and see if it fixes it, thanks !
@ashen elk https://docs.unrealengine.com/en-US/Engine/Rendering/PostProcessEffects/AutomaticExposure/index.html
Automatic adjustment of scene exposure to simulate eye adaptation from changes in brightness
@smoky sonnet yes put all of your pictures into one image inside photoshop and then just map the UVs to the right location
hi, i have problem with launching character: if is on ground its ok but if i launch and durning it character will get in air he is flying away:
https://www.youtube.com/watch?v=jQWm9iq8idM&feature=youtu.be
@frozen pond your issue is that on the ground you are experiencing ground friction so that your large launch impulse breaks it for a time and then your character slows down because of it. In the air, you have no more ground friction and instead you have air friction which is considerably less, so you end up launching at the same speed with larger distance. You can either check if you're in the air and reduce the launch amount or add air friction to try and do the same effect. I think reducing the launch amount would work better though for this case.
yeah i see but idk how to make it work as expected
and about is in air don't work cuz character i launched from ground
and then is getting into air state
for some reason when I press play it set's resolution scale to 0% even when I set it to 100
just trying to test this out
@frozen pond if you are launching from the ground to the air then you will need to add some air friction/resistance to get it to slow you down the same way. Otherwise, you will have to manually do something on a timer that will say if you are in the air apply a negative velocity to your current velocity to slow you down.
@barren flume you set the resolution scale with the SetResolutionScaleValue node or do you run a console command?
I tried doing both
and even with the nodes removed it still automatically goes to 0%
I was messing with the sg. commands in the console commands
and set them all to 3 after I was done
r.ScreenPercentage 100
I am trying to get a 3D dog model I downloaded off Turbo Squid to roam around my level. His movement is animated and I've dragged the skeleton into a blueprint to make a pawn, but whenever the model loads up half the body drops thru the floor and the rest flops around building up speed turning eventually turning into a blur.
The capsuleComponent only covers the front half of the body which seems to stay above the floor.
@ocean grove it sounds like you added the physics asset into the pawn instead of the actual skeletal mesh
or something along those lines
or your skeletal mesh has collision and/or physics enabled and they clash with the capsule component
Thatβs probably it.
hmm, latest 4.26 p7 is crashing when opening several projects. was fine 2 days ago.
are reports of this floating around/a fix being worked on?
@west phoenix do you think itβs an issue with my files? The files Iβve gotten off Turbo Squid are all skeletal meshes
@distant jewel no, you want them to be skeletal meshes
I'm following a tutorial and there is this image, how do I create the "Output OutPixelatedTextureUV" Node?
https://gamedevworks.com/wp-content/uploads/2019/01/screenshot.164-1024x604.jpg
does anyone have any idea what this is and how to fix it ? Turning off all lights is not fixing it
The ones Iβve highlighted are my test files, so I donβt destroy the original
yup, the one with the purple/pink stripe is the skeletal mesh you want to add to your actor
This may be a dumb question, are console commands supposed to be used at runtime in a packaged game or are they primarily intended for debug and development?
both
i use console commands to travel between levels and to change graphics settings in the options menu
in the actual packaged game
Ahahahahah heβs no longer breakdancing into a tornado but now heβs crab walking around
Perpendicular to the capsule arrow
Thatβs the term! I had him facing the wrong way in the blueprint
hahaa it happens
Has anyone else gotten this error when compiling with Visual studiO?
2> c1xx: note: the system returned code 1455: The paging file is too small for this operation to complete.```
It ainβt pretty but itβs a start.
Hello. What is best way to replace camera anims? Matinee is depriciated, there is no direct support in sequencer. What are my options? Do skeletal mesh and animate in Maya?? I'm talking about additive camera animations in, for example when player gets damaged camera needs to back of slightly and similar animations.
Hello guys, Iβve created a day cycle in Unreal Engine 4, how do I Add the possibility to sleep and select the time you can rest? Thx
Obv with the time change
@plush yew you tie the day/night cycle to a time variable that increments by itself slowly and when you go to sleep you increase it by the amount of time you want to sleep
Oh i thought it was harder thx
what do I do wrong with this import?
I bought it off a cgtrader I think and exported it from Maya to FBX
inverted normals
Like I have to manually edit this thing? Or In imported wrong, or I exported wrong?
if you don't want to go around fixing the model you can probably just get away with opening your material in UE4, clicking the master node (the one where you plug your base color, metallic etc.) and ticking Two Sided on the left hand bar
ugh, the purpose of paying money was so that I didn't have to relearn maya or blender
He didn't name anything either
π
Thank you that seemed to work
guys i have problem with radial impulse: if player character is in radius then everything in radius fly away as expected, but if i'm not near it wont move
wild guess: origin is player location not the grenades location π
also, may i ask where did you get the shockwave effect? looks cool
@plush yew nope, origin is on explosion
and your question: VFX Grenade Pack on marketplace
thank you π
oh, its must've been a freebie sometime, because i have it on my vault... π
particle name: VFX_GrenadeEXP_air
thanks π
My physics handle is suppose to grab an object, and move it where the cursor is, but sometimes it jumps and sits away when I stop moving. Any solution to this?
Any advice or general tips for working in Unreal through a VMWare? I am currently remoted into a workstation through Vmware horizon client.
how could i make a floppy head?
Anyone have any info on where I can find rocks for building things like caves and such?
@shut glen make the physics asset on the character floppy on the head part and simulate physics
which part of that?
how can i make the physics asset floppy?
@shut glen when you open up a skeletal mesh, the editor, at the top right is the physics assets tab. you can go in there and start adjusting the physics used for the body
still strugling with this: https://www.youtube.com/watch?v=YXNLJTmCDtI&feature=youtu.be addional if there are characters nearby (NPC in my case), i effect of impulse is more powerfull
might have to show your code for the explosion
the default engine sky folders content has disappeared and has broke some of my projects that use it how can i fix this
so @grim ore how can i make the floppy head ?
@ebon linden if you are in the latest versions of the engine its a drop down with options
its only for testing in editor tho
@grim ore
@zinc shore
i have no idea why if it works only when there is character near
this is on the grenade?
Hello guys. Could anybody give me some insight?
granate is just projectile actor that on hit spawn this actor
on explosion event*
works fine if i'm near or any NPC is near
yes
Im triying to build a pawn controller for a mech bipedal, and, setting the rotation, the pitch, and the yawn, i get unwanted rolling in the first person camera.
Any ideas of how to fix this?
Anyone got any solutions? I tried almost everything but hasn't worked. Problem started with I had Out of video memory crash.
@frozen pond if you put a charcter or npc in that area and fire it off, nothing actually working just the bp or mesh, does it explode like it should and move stuff? trying to guess if its the blueprint firing off it's own impulse for some reason
I assume the object types to affect in the radial force component are applying to the objects in the world
when i explode in zone where are only static meshes (physic gravity enables & movable) nothing happend, if i come near same place it explode as expected and works
What happened, is the widget no longer works with the Commander's pawn anymore I just get a whole bunch of non access errors, but the ref works with all the other pawns to use the widget. Was working for the Commander before I had the crash..
you have to debug, on the no access pause it using breakpoints and see what the value is
thats werid, i added print string in explode and it wont trigger
So I can't understand why the ref works NOT for the commander but for only his children (the other pawns).
what is the code before that, make sure its actually being called
ah
since I set the widget reference in the commander's Character BP. But the commander can't read the ref in his own blueprint no more. But the children can read it and it works fine forthem but not for the commander.. Really Weird behavior.
i got it on foor loop thats why
i moved it to completed and works fine now, thanks for helping with that lol
Dialog Master Actor Trigger BP only works now for the party pawns and not for the commander's pawn. I dunno how to resolve this.
something is wrong ever since I had the out of video memory crash.. Putting a new Create widget on event begin play won't pop open the widget and display it. So something has happened to the Event Begin play Execution line, its no longer popping open the widgets no more.
is the blueprint broken perhaps? did you try and recompile it
I think it is broken.... because I can only pop open a widget now using a keypress in my commander's Character BP and can't user event begin play to open widgets no more, and can't use a custom event to try to open it because the execution line is no longer responding anymore to create widget which is very strange. .
now I will go into the other pawn BP and see if the widget responds from their BP's when I force it open with event begin play.
in each of the other pawns I had them creating the widget also, so that bypassed the commander's widget.
but if I disconnect their widget from the pawns in event begin play then it goes back again to the parent (commandder) and the widget won't open with the other pawns. now. Ah so a corrupt BP.
@grim ore do you have any patreon or something ?
@lucid grove is your sun direct under map ?
Third Person Character is the parent class of CH_Human (Commander's BP), and the other party members are all children of the CH_Human the Commander's BP). So I got TWO Layers of children. CH-Human BP has become corrupted. And theonloy way the children can override it isto disconnect the Eventbegin play from the parent and hook up the create widget to that. then the children canuse it, but not CH_Human.
@lucid grove is your sun direct under map ?
@frozen pond no, its not
Quick question,
Is there any way to edit the default height for the deform landscape to splines? Like if the Landscape is going too high and covering the spline?
it seems like its only affect grass
I dont know how to fix a corrupt child that has got children attached to it
how it looks in unlit ?
What do you do if the commander's BP is corrupt and only the children work. but not the commander.
Yep, no shadows at all
i have feeling that this is something related to rotation of foliage
I have a feeling that material of that grass doing something
interesting that its happens event at stopped editor
Can anyone tell me how to export a skeleton mesh properly ?
Like when i do it i wont get the textures in Blender
place 2 foliage actors and check if you rotate 1 same will occur
you have to import the texturres into unreal engine.
But i want to export it
Anyone? having no luck with google
try and export the skeleton out of unreal engine as a static mesh and see if that loads the textures in blender. I'm not sure if it does or not.
@nova kernel i think no, there is voxel and voxel worlds can do that
Is there a node to stop a script from executing?
Exporting the static mesh ends with this here in dev look
see, its covering the roads, when i hit deform landscape to spline, there is no way to lower it?
only by sculp
blender is not loading the textures, they are missing, that's what the purple means.
CE user here, and in CE there was an option to edit it, so there has to be a way to do it on UE4
@wintry silo ue4 textures aren't wont work in blender and oposite
Why is that, why does Blender or Unreal want to be a nuisance to make things difficult.
I'm just trying to find out if UE4 has a blueprint node to end a script. Simple question I think
difrrent way to making matterials
like this is not only flat png file
@blazing pumice end script? you mean function or what?
No. So in C# you had return; which stopped the rest of the script from running
alright, my commander's BP is corrupt, its not opening the widget no more. But the children of the commander opens it when I create the same widget in the child and override the parent. But the parent is corrupt so when I switch to the parent I get errors instead of opening the widget.
@blazing pumice if you using function yes there is return
I'm not using a function
Im starting to collect some references and i wonder: is it just normal maps or tessellation involved?
return exist but only in functions
rip
@lucid grove id say parallax
like this
@blazing pumice butttt
you may check: LE Extended Standard Library
it has function named task
nah it's alright I'll just create a function. not too hard
worth checking anyway, its free and add few usefull nodes
What do I do now that I know my commander's BP is corrupt not opening up the widget. Can I just duplicate one of the children and put my commander in that and hide the corrupted parent mesh? What should be done if you can't do that.
what happend when you open that BP (corrupted)
also did you try "Fix Up Redirectors" ?
Well I put the same widget also in the children to override the corrputed parent, to allow the children to use thedialog system that works andI get no errors, its when I switch back to the Commander (the parent of the children) that the reference stops working. The widget won't open up in his own BP.
the result when the commander's tries to open the widget
so the commander can't open it from his own bp. because its become corrupted.
show widget nodes plox
so the only way I could open it was to open it up from the children BP
here's what i done in the children BP's to bypass the problem with the commander's bp
so it works opening it up in the children BP but not in the commander's bp.
not sure but my idea is: in main BP create new variable and swap it with dwig 2 on screenshot
also one more thing
you showing dwig 2 but on error there is dwig
like 2 diffrent variables ?
i'll have a look hold on
yeah
@wintry silo validate get is on dwig
and you set dwig2
dwig never will be valid cuz you are setting dwig2
i have noticed it and changed it. here's the result:
@wintry silo
i deleted my mannequin on accident ( mesh+skeleton, material, textures folders)
anyway i can restore them ?
default ones or it was with content ?
owning player is a player controller ref not widget ref.
@north stream googled but not sure " Check out your project folder > Saved > Backup folder. There should be at least one copy of your BP in it."
make a newproject using that same template then migrate them out of that project into yours. you might get lucky
or restore from your latest source control push
does source control save assets?
migrate then, close-> open Unreal ?
close your broken project and migrate out of the working one into the broken one
@wintry silo source control can save assets if you set it up to do that
that's good
okay so now I know my parent ref is gone bad, andi its good for only the children who override the parent to bypass it shoud l I just duplicate one of the children, turn it into my commander player and just hide the bad parent from out of view. For I don't know what else I can do with it.
@north stream
If models have almost same skeleton, you just have to change skeletal mesh to retarget
BTW, does someone know how to change character BP in gameplay?
give me URL or solution please?
spawn in a new character, unpossess current character, possess new character (using player controller)
Is there any chance that i can get Raw FBX files from a marketplace content i own ?
So far i just see the option to include it to a project
holy crap @humble sun I saw your posts in #released
if you don't mind answering - how long have you worked with 3D, and are you able to make enough to live on with your assets sales?
thx, I'll try it
@maiden sundial you can right click on most assets in the content browser -> asset actions -> export but this isn't a guarateed 1:1 copy of the source asset. The person who made the asset would have to include it somewhere in the project
That's what i thought :/
Sadly the export way isn't good enough. So it seems like i have to ask the creator ^^
i made a new skely mesh
it seams empty animation are retargeting without duplication
i just have to go into each folder and make sure all anims are retargeted
wtf does import ALL mean? i'm bringing one thing in Unreal you stupid program
holy fuck i am so close to quitting
Matthew what's the best thing to do if the parent BP no longer works anymore but the children BP'S STILL WORK to override the parent, because the only thing left to me now is to try to duplicate one of the children and turn it into my commander since the parent BP no longer works anymore to allow me to open the dialog widget..
unreal engine has issues just like with any other engine, if you think unreal is bad, take a look at the problems with Godot with certain things and unreal will be just a walk in the park.
WHY is this happening?
looks great in unreal, took me all day to relearn how to do this
sorry, in blender
export with settings found on unreal docs
what are you trying to do ?
that textures shows up like this
WTF is the point of an fbx if I have to manually apply every texture???
why it is all blue?
why is the placard NOT there
tank
it just has nothing
WHY does it work for some???
like my tires worked
Well yes in unreal engine sometimes you do have to manually import the textures for the model if the fbx don't import them in automatically. A nuisance, but I got used to it after a while as sometimes blender don't export out with the textures, oh and if you're using a material shader in blender,I don't think you can export that out with the FBX but properly have to bake it on the model first before exporting it..
alright, how do I get this into unreal?
thank you for your time, i'm sorry I'm bitching so much
Like with Blender Hair, you can't export that out to fbx if its in particle emitter state, it has to be converted into mesh before exporting.
it's just I'm covid positive and instead of being able to relax, i'm worried about building my simulator with the spare time this virus has giving me
the lord's scourge ah yes, I know all about it
Well seeing the texture show up is a good start.
I've always had it get this, this 6 hour fucking time vampire was because just having the texture on a flat mesh, stuck out from the tank and didn't look good
christ
and just plug that RSGB wire into the opacity. And then on the big brown material node change the shader to transparency.
Oh the texture has wrapped around the whole model.
yes, I made two uv maps
whatever i did it works in blender
opacity isn't highlighted though
where is the transparency on paramter
The way around this is place a Square mesh on the end of your tank and put the tank sign texture on that. If its a to be a moving object you have to attach the mesh as a component to the static mesh and just move it into place.
it dosen't take six hours to texture a tank
a what? Ok. I'm doing a different kind of game with the engine.
it doesn't if you don't know what you are doing
and i keep falling into the unexpected timesinks
i'm a firemedic, not a developer
what is wrong with this thing?
'
are these wrong?
well its not hard to texture your tank.
Here's the transparency option
ok all animations are back, but there's something different
when i shoot an enemy, his mesh doesnt block my linetrace
you're doing fine. You have to choose the shader you want from the menu so it is similar to blender because whenyou import your textures you DO have to create a material from them if you want to texture the model.
Idirfe tt, check your collision settings on your mesh if you still remember the settings you had on them before the deletion had occured.
ya, it was set on block camera channel
ok
check the capsule colliison to see if its blocking the line trace.
@wintry silo it does
i'm not sure what the settings are for the mesh for collisions to block projectiles but i thought you can use capsule collision.
your mesh needs to have a collision for the line trace to work.
how do I export this from blender so it works so i can live
this shouldh't be hard to texture in unreal engine..
I just want it to look like blendder
it's RIGHT HERE, like it's SO CLOSE
just export blender
looks so pretty
just ready to go
but...it doesn't work
yeah this won't work in Unreal Engine because its a Blender shader Unless there is a way to bake the texture effects on the uv map in blender and then export it. But you should be able to load the model and just texture it in Unreal Engine and add the shiny material effects to it.
@wintry silo in my tutorial, the guy sets capsule collision to ignore camera/visibility
ok
and enemy mesh to block them
it worked yesterday
this way i can have headshot
if i hit the head bone
I had this type of trouble before with the Sword in my game when I upgraded the engine to a new version. The Sword Static Mesh Collision Stock dissapeared from it during the upgrade. I couldn't recover back the sword collision after that, it stopped the code from working....
@plush yew I get this, but how can I apply my texture to it in Unreal? i tried and it doesn't work
cool
do you have the blend file, is the model avaliable to the public to download to see if we can texture it, whats the license on it?
no, i paid 20 dollars I don't have for it
ok. fair enough.
why didn't that texture sample node work
sorry I ran out of memory and had to reboot
everything is firing back up
just stick a plain white material texture on the tank, you should have that in your browsesr. If you want it wet and shiny, just add roughness Scalar parameter to the roughnesss and set it to 2 or 1.
sorry for being negative - the covid isn't the worst i've ever felt, but it feels like the flu at least that's how it is hitting me
you're good @next nebula you just caught me at a bad time, i'll reach out when i don't hate reality
@plush yew i tried that but I can't rest until i finish this last piece it is SO CLOSE
@next nebula you know there is a VR section here right? not as responsive but you might as well try
yeah Ik
@wintry silo how am I doing this again?
just find a white material Type Material in your browser to show all the mateirals
that was for your tank, but for the sign do this.
maybe I need to change it from translucent?
ok no you used the wrong texture for the tank, use a plain white texture for the tank. with the roughness setting
but I mapped the tank's UV's to take that image
if anyone can please check out #virtual-reality
For the sign, you will have to either place a cube onthe end of the tank and wrap the sign texture on that or in your blender program, map out around the shape to wrap the texture in in your uv map. So that Unreal Engine will know to assign a texture to that area. Otherwise Unreal will wrap the whole thing with the same material..
Show me the material slots in the model. How many material slots are there?
how many mateiral slots blender is using to texture this model.
looks like there are around 11 different materials to texture this model.
yeah they all come in
show me it in unreal engine so i can see the material slots of the model.
and @plush yew the reason why I was in denial is that it imported in the tires i never did anything to it
god he named them horribly
Well it looks like it did import in unreal engine ok. It did texture it. So what is the trouble, missing the shine ?
ok, click the back of the tank where the texture should be and does it highlight anything.
Second, in blender how did you put the texture on the back of the tank, did you use a 3d plane and put the texture on it?
no I just unwraped the UV's and scaled them
but I did have two UV channels I think
Ok forget that, you can put your sign texture on a decal instead and just slap the decal on the back of the tank.
turn your sign texture into a decal.
Is there a way to duplicate a project without gaining less space on HD? I wanna make a night and day version of the same project.
then you can drag the decal on the back of the tank.
I suppose I would have to make 2 maps or something I'm not sure
it doesn't work well because game engines do not like to draw meshes with translucent parts in them
in fact they do not like translucent materials at all π
Lelma: you can use "lighting scenarios"
for a single map, you can bake different sets of lighting
The thing is I wanna also change some items
With Precomputed Lighting Scenarios you can have multiple lighting setups for a single level using the same geometry.
well, use a blueprint to hide some of the items you want depending on the scenario
Dont want the completely identical version
Not hide just reaarange stuff
maybe even change most objects locations
the landscape would stay the same but I would want another map kind of
the one that compares nums
how do you make it not clip and combine this with another simple material?
ok open up your sign texture in the mateirial editor
Add in a texture coordinates node and attach that to UV's pin
and also may have to change the shader of the material node to transluceny
That should do it.
yes. Connect the A pin into the opacity.
change from masked to opaque and see what that does.
what am i missing here
that tga has an alpha channel
@plush yew what am I missing here?
Click on the texture that's in your unreal browser that you had imported click RIght Mouse a menu
will come up, mouse down to Asset Actions.. CLICK Bulk Property Matrix, and Change it to these settings
where did the tank dissapear to ?
I dunno i am staring at the abyss
Get the white tank texture back. Ok for the sign you just need to scale up the sign to fit.
i don't know what to change on property bulk matrix
i just changed mine to UI, and to User Interface. Because I was working with icons. But for Textures in world it might be a bit diff.
But to change the texture scaling, you change the texture coordinate values
i'm done
thanks for trying your help, wish i hadn't lost so much over all this
umm did it fix it you still got to scale up the texture to fit it on the back of the tank.
This is what the texture should look like showing the transparency around the image.
that's whyI set it to UI and User Interface in Bulk Matrix Settings to force the Alpha To show.
it's not going to work
this is the simulation where nothing works, they are seeing the limits of my sanity, it's literally a stress test
it's programmed to "not work" but it's battling against my moral sense of trying to save lives
no, get back the white texture back on the tank and just scale up the texture sign.
I don't know how
Now you change the U and V tiling values.
the tiling isn't going to fix it
I set it to not repeat in blender
i get that doesn't translate
just donj't know the setting in unreal uv
this kills the firefighter
fuck now they are just mocking me
that's clamped
Load this sign texture up into the GIMP and we will see if it really has an alpha texture or not.
alright I will import this strange sign texture now into unreal and take a look at it.
@plush yew good export settings right?
I had a look here it is
the guy who walked me through it in blender told me it did, and I saw an alpha channel in photoshop
has alpha. There we go.
I changed its domain to UI
so I have the alpha showing in the browser as well.
yeah
I reverted to an older blender version
err, copy of the file
instead it has another material element for the back of the tank
have you got a mask on it ?
ponkkis whats your settings for this strange texture, I get a glass window effect on the alpha.
what about a decal ?
Hey guys, I'm thinking of starting to learn UE. Which tutorial would you recommend for newcomers? There's lots of tutorials out there but I'm thinking that someone here might perhaps point me to a real educational one.
sigh
@plush yew the back section is it's own material slot now, NOT the whole tank like before
goddamnit
like, I LITERALLY save people's lives, I've done it, i don't want money or anything but could fucking karma cut me some slack here jesus fucking christ
I can't really scale it down more
but beyond the tiling, which I'm going to figure out now, that masked
the issue is the alpha is showing through the back of the tank instead of just showing the sign.
not sure which opacity mask to us
turn it into a decal
let someone who knows what to do to take temporary control over your machine to help u dude
everytime i take it off opacity mask, it goes back to showing me the grey, like this
how do we male a decail. can't find it in material list
instead of opacity mask, you'll want to use a lerp node between the color from the image and your normal background color, based on the alpha of the image
jesus thank you
to fix the wrap, just set the texture to use a clamp sampler
let's see that makes sense, i've done this before lik3 years ago
yes
i tried it early and got this
jesus thank you everyone @manic pawn @plush yew abd @wintry silo I've added you guys to my "people i need to thank years from now list"
I guess that's a scant tiling issue? blender let me clip it but I'm not sure the unreal equivalent
if your texture touches the edge that's how clamp looks
so tweak the tiling settings in the material text node?
sorry, the textcoord node I mean
like just smoosh em down?
to use a clamp sampler you'll need to add more padding in the texture
so the border is fully transparent all around
oh crap good point
should I just edit the image in photoshop and reimport into unreal?
bro I never get mad at anyone who donates time to help me
hate the engine not the engineers
err, something like that
well yes we do have a love hate rel with the engine. i have to figure out what to do with my bad parent BP.
the ref in the parent turned bad, but as long as the children override it don't affect them but it certainly affects the parent.
This is written to snap an object when its inside a collision
when I teleport the object remains in its old position and doesnt follow me, leaving it floating behind
how can I keep it in the same position when I teleport?
VR btw
you need to attach it though
it has to attach to some aspect of your pawn or controller
no, your motion controller
so wherever that is at
you need to make a socket on your belt
and pass that to the attach to component
can't remember if you need to weld simulated bodies
Im in vr and I dont have a body
but it is going to be the attachactor node
yet at least
are you using an interface for the grab?